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Volume lightmapping demo
Tuesday, March 2, 2004 | Permalink

With a loud thud another demo hits the site. Go fetch in the 3D section.

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digitalwanderer
Tuesday, March 2, 2004

Thanks Humus!

nbohr314
Tuesday, March 2, 2004

very nice, I wonder if a mixed-use mode would work. ie a dynamic light affecting the output of a static lightmap. A transition area from dynamic to static map areas might be smoothed out. (not all areas are lit by dynamic lighting). A great use might be in a game kinda like Eternal Darkness for the Gamecube.

strepto
Tuesday, March 2, 2004

Yupee! OpenGL ))
Youre great!

MesserFuerFrauSchmid
Tuesday, March 2, 2004

Volume map -> BAD IDEA = BAD PERFORMANCE = UNPRACTICAL

NeoKenobi
Tuesday, March 2, 2004

@Fraulein Schmid

Using a volume map to store lighting information is a lot faster than dynamically compute the lighting, that's why all the old games (Quake etc.) used lightmapping instead of dynamic light computation.

@Humus

The DX DDS texture viewer thingie says your lightmap is 2D... How come you are using a 2D texture for volumetric lighting?

Sunray
Tuesday, March 2, 2004

Very nice.

Daedalus
Tuesday, March 2, 2004

Looks great (especially if you run with 6x AA and 16x AF)

Humus
Tuesday, March 2, 2004

NeoKenobi,
hmm, haven't noticed that. Probably something wrong in my .dds write code. Gonna look into it.

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